Introduced also a small Unit test project to prove it. - Separated caching capabilities from PathFinder class to increase cohesion and maintainability. Refactored the pathfinding algorithm by extracting methods based on responsibilities like calculating costs and reordering functions. These changes should provide a in average a small increase in pathfinding performance and maintainability. - Optimized the pathfinder algorithm to reuse calculations like the MovementCost and heuristics. - Introduced base classes, IPathSearch and IPriorityQueue interfaces, and restructured code to ease readability and testability - Renamed the PathFinder related classes to more appropriate names. Made the traits rely on the interface IPathfinder instead of concrete PathFinder implementation. - Massive performance improvements - Solved error with harvesters' Heuristic - Updated the heuristic to ease redability and adjustability. D can be adjusted to offer best paths by decreasing and more performance by increasing it - Refactored the CellLayer<CellInfo> creation in its own Singleton class - Extracted the graph abstraction onto an IGraph interface, making the Pathfinder agnostic to the definition of world and terrain. This abstraction can help in the future to be able to cache graphs for similar classes and their costs, speeding up the pathfinder and being able to feed the A* algorithm with different types of graphs like Hierarchical graphs
182 lines
5.3 KiB
C#
182 lines
5.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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public class FindResources : Activity
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{
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CPos? avoidCell;
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public FindResources()
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{
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}
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public FindResources(CPos avoidCell)
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{
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this.avoidCell = avoidCell;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || NextActivity != null) return NextActivity;
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var harv = self.Trait<Harvester>();
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if (harv.IsFull)
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return Util.SequenceActivities(new DeliverResources(), NextActivity);
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var harvInfo = self.Info.Traits.Get<HarvesterInfo>();
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var mobile = self.Trait<Mobile>();
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var mobileInfo = self.Info.Traits.Get<MobileInfo>();
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var resLayer = self.World.WorldActor.Trait<ResourceLayer>();
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var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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// Determine where to search from and how far to search:
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var searchFromLoc = harv.LastOrderLocation ?? (harv.LastLinkedProc ?? harv.LinkedProc ?? self).Location;
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var searchRadius = harv.LastOrderLocation.HasValue ? harvInfo.SearchFromOrderRadius : harvInfo.SearchFromProcRadius;
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var searchRadiusSquared = searchRadius * searchRadius;
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// Find harvestable resources nearby:
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var path = self.World.WorldActor.Trait<IPathFinder>().FindPath(
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PathSearch.Search(self.World, mobileInfo, self, true)
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.WithHeuristic(loc =>
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{
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// Avoid this cell:
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if (avoidCell.HasValue && loc == avoidCell.Value)
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return Constants.CellCost;
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// Don't harvest out of range:
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var distSquared = (loc - searchFromLoc).LengthSquared;
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if (distSquared > searchRadiusSquared)
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return Constants.CellCost * 2;
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// Get the resource at this location:
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var resType = resLayer.GetResource(loc);
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if (resType == null)
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return Constants.CellCost;
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// Can the harvester collect this kind of resource?
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if (!harvInfo.Resources.Contains(resType.Info.Name))
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return Constants.CellCost;
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if (territory != null)
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{
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// Another harvester has claimed this resource:
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ResourceClaim claim;
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if (territory.IsClaimedByAnyoneElse(self, loc, out claim))
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return Constants.CellCost;
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}
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return 0;
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})
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.FromPoint(self.Location));
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if (path.Count == 0)
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{
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if (!harv.IsEmpty)
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return new DeliverResources();
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else
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{
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// Get out of the way if we are:
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harv.UnblockRefinery(self);
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var randFrames = 125 + self.World.SharedRandom.Next(-35, 35);
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if (NextActivity != null)
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return Util.SequenceActivities(NextActivity, new Wait(randFrames), new FindResources());
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else
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return Util.SequenceActivities(new Wait(randFrames), new FindResources());
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}
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}
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// Attempt to claim a resource as ours:
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if (territory != null)
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{
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if (!territory.ClaimResource(self, path[0]))
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return Util.SequenceActivities(new Wait(25), new FindResources());
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}
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// If not given a direct order, assume ordered to the first resource location we find:
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if (harv.LastOrderLocation == null)
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harv.LastOrderLocation = path[0];
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self.SetTargetLine(Target.FromCell(self.World, path[0]), Color.Red, false);
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var notify = self.TraitsImplementing<INotifyHarvesterAction>();
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var next = new FindResources();
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foreach (var n in notify)
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n.MovingToResources(self, path[0], next);
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return Util.SequenceActivities(mobile.MoveTo(path[0], 1), new HarvestResource(), new FindResources());
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}
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public override IEnumerable<Target> GetTargets(Actor self)
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{
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yield return Target.FromCell(self.World, self.Location);
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}
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}
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public class HarvestResource : Activity
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{
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public override Activity Tick(Actor self)
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{
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var territory = self.World.WorldActor.TraitOrDefault<ResourceClaimLayer>();
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if (IsCanceled)
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{
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if (territory != null)
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territory.UnclaimByActor(self);
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return NextActivity;
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}
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var harv = self.Trait<Harvester>();
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var harvInfo = self.Info.Traits.Get<HarvesterInfo>();
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harv.LastHarvestedCell = self.Location;
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if (harv.IsFull)
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{
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if (territory != null)
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territory.UnclaimByActor(self);
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return NextActivity;
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}
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// Turn to one of the harvestable facings
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if (harvInfo.HarvestFacings != 0)
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{
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var facing = self.Trait<IFacing>().Facing;
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var desired = Util.QuantizeFacing(facing, harvInfo.HarvestFacings) * (256 / harvInfo.HarvestFacings);
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if (desired != facing)
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return Util.SequenceActivities(new Turn(self, desired), this);
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}
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var resLayer = self.World.WorldActor.Trait<ResourceLayer>();
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var resource = resLayer.Harvest(self.Location);
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if (resource == null)
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{
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if (territory != null)
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territory.UnclaimByActor(self);
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return NextActivity;
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}
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harv.AcceptResource(resource);
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foreach (var t in self.TraitsImplementing<INotifyHarvesterAction>())
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t.Harvested(self, resource);
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return Util.SequenceActivities(new Wait(harvInfo.LoadTicksPerBale), this);
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}
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}
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}
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